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The Micro Jump Drive

Author
Muad 'dib
The Nine Nine
#21 - 2013-03-04 20:17:56 UTC
Yaoriko wrote:
Is it worth on Rokh?


Oh yes.....

Shame its locked to BS hulls, would be interesting on talos :D

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

FT Diomedes
The Graduates
#22 - 2013-03-04 20:17:59 UTC  |  Edited by: FT Diomedes
Malcanis wrote:
Ong wrote:
On a side note to this, has anyone bothered to train the skill past 4?

17 days with a good remap for it, to reduce jump activation time form 9.6 at level 4 to 9 at level 5 seems massively not worth it.

And I realise it was probably meant as an sp ink for those 100mill+ sp chars, but welp I'm one of those 100mill+ chars and still seems very much not worth it imo, and I have trained all the recent new skills to 5 with the exception of Target breaker Amp.


It's worth remembering that TQ works in 1-second "ticks". Train it to 5 and you'll MJD 1 "tick" sooner than those with the skill at 4 about 60% of the time.


Which means you'll warp out of the bubble one second faster than the rest of your fleet. Maybe it does have some use.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Muad 'dib
The Nine Nine
#23 - 2013-03-04 22:50:30 UTC
or if MJDing to the targets, you will land first with lvl 5 :P

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Froggy Storm
KarmaFleet
Goonswarm Federation
#24 - 2013-03-05 12:04:34 UTC
It is just a shame that the jump distances are fixed. Would really have some interesting tactical uses in fleet pvp if you could set it for different set ranges. Like a 30 and 60km script or something. I can just hear the FC smug when half a fleet jumps +30 to the enemy's face as the other half jumps 60 between the enemy and their carriers. Oh well would obviously become way op that way I would imagine.
Wivabel
KREWE OF PROTEUS
United Federation of Conifers
#25 - 2013-03-05 17:49:54 UTC
MJD is epic on the megathron. Anything that wants to tackle you has to get into scram range anything that gets into scram range is dead. I love it. Also for those who do not know when activating the MJD you do not lose lock on your target nor do you lose speed on your ship. so you can insta point / insta warp away. its awesome.

I am not sure if I am going to log in anymore.......

Aralieus
Shadowbane Syndicate
#26 - 2013-03-05 20:16:25 UTC
It makes a Bhaalgorn really really scary!

Oderint Dum Metuant

culo duro
Masonic Guard
Evictus.
#27 - 2013-03-06 10:09:07 UTC
I like the module, but anything tackle will make it useless just like a MWD.

I've starting blogging http://www.epvpc.blogspot.comĀ 

Reppyk
The Black Shell
#28 - 2013-03-06 10:25:39 UTC
This module saved me 4 battleships.

And allowed me to trolololol' the local channel for hours. Pirate

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Samroski
Middle-Earth
#29 - 2013-03-06 15:56:39 UTC
I tried in on my Golem (cruise missile fit)- and it worked like a dream for most L4s. Go in- jump away- shoot from distance- jump back to gate when 2 or 3 NPCs are left (in case you need to jump again soon after using the gate)- and repeat.

Any colour you like.

Zdzisiek Torpeda
Zdziski z Kosmosa
#30 - 2013-05-30 13:55:45 UTC
This one works wonders in lvl4 on any sipe boat. Using it heavly on rokh. It's perfect to get distance, but it can do much more:
- npc scramble can't stop it (confirmed many times), so it's almost impossible to die on mission
- it's fixed to 100km, but in 2 jumps it can cover any distance between 0-200 km, if you see gate in 50km just jump sideway, slowboat and snipe for minimum 3 min, and then jump directly on gate, with little practice it can be done with no time wasted on travel
- with this you can always dictate range to npc(no matter of spawn locations, webbers and scramblers), this makes perfectly possible to fly very lightly tanked ship and just maximize optimal range and dps
Kasutra
The Scope
Gallente Federation
#31 - 2013-05-30 14:05:04 UTC
Posting in a MJD thread to say I want range scripts for the thing.

I need it because of reasons.
stoicfaux
#32 - 2013-05-30 14:40:08 UTC
The MJD is useful in a few missions if you're blitzing. It lets you get right next to the NPCs-you-have-to-kill without having to AB/MWD/slowboat into range (and tends to avoid aggroing the rest of the pocket.)

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Nagnor
The Happy Shooters
#33 - 2013-05-30 15:23:53 UTC
Zdzisiek Torpeda wrote:
This one works wonders in lvl4 on any sipe boat. Using it heavly on rokh. It's perfect to get distance, but it can do much more:
- npc scramble can't stop it (confirmed many times), so it's almost impossible to die on mission
- it's fixed to 100km, but in 2 jumps it can cover any distance between 0-200 km, if you see gate in 50km just jump sideway, slowboat and snipe for minimum 3 min, and then jump directly on gate, with little practice it can be done with no time wasted on travel
- with this you can always dictate range to npc(no matter of spawn locations, webbers and scramblers), this makes perfectly possible to fly very lightly tanked ship and just maximize optimal range and dps


Afaik NPCs don't scramble, they disrupt. Warp Disruptors don't work on MJD and MWD. Had a couple of gate campers raging when my PvE fitted BS got away because of that. Big smile
Darvaleth Sigma
Imperial Security Hegemony
#34 - 2013-05-30 16:07:10 UTC
Could it be useful for PvP? When the enemy is sniping you at ~150km you can MJD a tanky ship, let it MWD until warp range, then have everyone pile on top.

Give a man a match and you warm him for a day.

Set a man on fire and he's warm for the rest of his life!

Forum Chav
State War Academy
Caldari State
#35 - 2013-05-31 12:36:41 UTC
John Ratcliffe wrote:
[quote=Kodama Ikari]...... and it's not all that and a bag of chips......


I don't know why, but reading this out loud in my head made me lol in RL.
Heinrich Hoss
Caldari Provisions
Caldari State
#36 - 2013-05-31 12:43:56 UTC  |  Edited by: Heinrich Hoss
http://www.youtube.com/watch?feature=player_embedded&v=H1xTq-3voRg

^MJD rokh

Also useful (PvP-wise) for pipebombing (getaway), baiting (people know it has a cooldown so when you warp away after MJDing they will likely chase you and expect to catch you on the next gate) and possibly typhoon and/or raven in odyssey (cruise buff).
Leeloo Vacarian
Doomheim
#37 - 2013-06-05 08:08:44 UTC
Sigras wrote:
What is it used for? I mean, I know what it does, but it seems like a solution looking for a problem . . .

Has anyone come up with any creative uses for it?

I remember hearing or reading somewhere that CCP intended them to be more of an engagement module than an escape module, but being able to jump 100km doesnt seem that useful to engage.

IDK anyone out there more creative than I?



Like said before the MjD is a tool to save yourself out of a misery or THE tool for sniping. Warp in, warp to 100 km and then snipe them down.
Dato Koppla
Kiwis In Space
Dock Workers
#38 - 2013-06-05 10:47:05 UTC
It's useful in a few missions for some fancy warp to tricks, but generally most missions just require you to tank n gank and you're already sitting within jump range of the gate, in that case the MJD is nothing but a hindrance (unless you're lacking skills and need it to help you tank), and for the ones that have gate crawls using an MWD to straight up burn to the next gate is arguably better than MJD-ing in a triangle formation or MJDing to >150km and warping to the out gate.
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